Dev C%2b%2b Program For Tetris Game
Technical debt, legacy code… if you’re a professional software developer you must have come across those terms, and even across some code that embodies them.
But as a professional software developer, you also have to interact with people that don’t know your code. And sometimes, you have to convince these people that you need to invest in refactoring in order to improve the quality of a piece of code in order to keep working with it.
Those people include your PO or whatever business people make the requirements, your project manager, your boss, and so on.
Here is an analogy that pretty much everyone can relate to: a Tetris game!
The only reference I could find of this analogy is on Colin O’Dell’s blog. Colin’s post is interesting and focuses on the point of view of a developer, to approach a codebase. I think that what makes this analogy so great is also that anyone can understand it. This is on this aspect that we’re going to focus here.
Video showing a live coding session on how to implement a complete Tetris game in C with level progression, scoring, and level selection.Apologies for the au.
Technical debt
This is when you can talk to them about Tetris. The Tetris analogy. At the beginning of a Tetris game, you start with an empty game. It’s like the very beginning of a coding project when there is nothing yet. Then blocks start to fall down. The way you position each block has an impact on the rest of the game. Source Code Tetris Game In C Software Beginners FPS game in C v.1.0 This project is to help pure beginners in C / game development implement a real game and all the utilities involved in the game creation. Berikut adalah game ular tangga dengan program dev c source kode: #include. Berikut adalah program hotel dengan program dev c. Please help me in this. I am using dev c. You have to make a racing game in C. There are two players in your program. They play by throwing 3 dices and then moving forward. Your program should start and ask you to press any key for a toss. After a fair toss, one of the players i.e. Player 1 or player 2 starts the game. You want to learn more about game development. I spent 14 years in the game industry and I’m still figuring it out. I wasn’t even sure I could write an engine from scratch, since it’s vastly different from the daily responsibilities of a programming job at a big studio. I wanted to find out. You like control. Cocos2d-x is the world’s leading game development tool that comes in a unified package. It is cross-platform game development software written in C language. The stable version 3.17.1 of the software is released on December 18, 2018, and its latest version is v2.0.5.
Before getting into the analogy of technical debt with a Tetris game, let’s agree on what we call technical debt.
Technical debt consists in performing a fix or development in a quick and dirty way because it takes less time, even though it will make the code harder to work with in the long term. A cleaner solution would take longer to perform right now, but would have eased future developments.
This is called “debt” because it is comparable to financial debt: if you want to keep working with the concerned code, one day or the other you will need to pay it back by developing the clean solution. And the later you pay it back, the harder it will be, because the code will have grown in complexity in the meantime. This strengthens the analogy with financial debt, that builds up in time with interest.
Technical debt is not a bad thing in itself, as long as it is under control. If you have a good reason to save time on a development (for example to ship a minimal viable product), and if you have a plan to pay it back, technical debt can be beneficial. This aspect is also comparable to financial debt.
But technical debt becomes a problem when it gets out of control. Accumulating technical debt consists in piling up hacks on a piece of code, making it harder and harder to maintain. Every incremental change requires an intense reflexion and is more and more likely to cause regressions.
With too much technical debt, at some point the code can’t evolve any more. And if you really need to make the code evolve, for business reasons for example… then you have a problem.
To back out from such a situation, one way is to invest in refactoring, to undo the hacks and get a clean structure back into the code. This allows to make the code manageable again. But refactoring can take time.
From a developer’s perspective, all this sounds very logical. But from the perspective of someone that doesn’t know the state of the code, and doesn’t realize the need for refactoring, the situation might not be so simple to understand.
And if that someone has the power to grant you the time and budget resources to make your refactoring, then they have to understand.
This is when you can talk to them about Tetris.
The Tetris analogy
At the beginning of a Tetris game, you start with an empty game. It’s like the very beginning of a coding project when there is nothing yet.
Then blocks start to fall down. The way you position each block has an impact on the rest of the game. If you place blocks around without much reflexion, letting holes slip in, you’re making life harder for the rest of the game. And if you manage to build a clean, compact structure, then it will be more manageable later in the game.
The analogy with technical debt is that each new fix or development is like a new block coming in, which you need to integrate with the existing code. If you hack it in a quick and dirty way, it’s like leaving holes in the Tetris structure: you’re making life more difficult down the line.
Dev C 2b 2b Program For Tetris Games
And if you take the time to design a clean solution to integrate the fix or development, it’s like making sure you leave few holes in the Tetris game. This is less easy to achieve but it pays off in the long run.
The goal of a Tetris game is not to always have a flat structure though. It’s ok if it builds up a bit, as long as you have a plan to reduce it later. Like leaving the space for a vertical bar to slide in and clear out four rows at a time, with such a pleasant feeling:
Even if you leave a few holes in, it’s ok if you manage to have compact rows above them that will clear out and allow to fill the holes later. This is similar to technical debt, that is ok to build up if it’s under control and you have a plan to pay it back later.
How the Tetris analogy can help
What makes the Tetris analogy interesting is that anyone can relate to it, even people that are not developers or that don’t realize the state of the code.
If you’re asked to make a fix that will compromise the quality of your code, you can explain that it’s like placing a Tetris block at the wrong position. You can do it, and if you’re not too far into the game you won’t lose right now.
But blocks sticking out will make your life more difficult whenever you have to deal with that code again. This means that future developments will take more time, and are more likely to cause regressions.
After piling up hacks on the same piece of code, at some point it becomes unmanageable. Office 360 product key generator. And when someone asks you do keep adding features to this piece of code, you can explain to them that it is like a Tetris game filled up to the top. Because of the badly handled debt in the past, you can’t make any new block fit in.
At this point the only way to move forward is to go back in time (which you can’t do in a real Tetris game) to simplify the code with a refactoring.
I’ve tested the Tetris analogy with my PO at work, and he found it pretty clear to understand. If you try this at work too, let me know in a comment how your non-tech people reacted to The Tetris analogy, and if it helped you!
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Lately I’ve been writing a game engine in C++. I’m using it to make a little mobile game called Hop Out. Here’s a clip captured from my iPhone 6. (Unmute for sound!)
Hop Out is the kind of game I want to play: Retro arcade gameplay with a 3D cartoon look. The goal is to change the color of every pad, like in Q*Bert.
Hop Out is still in development, but the engine powering it is starting to become quite mature, so I thought I’d share a few tips about engine development here.
Why would you want to write a game engine? There are many possible reasons:
- You’re a tinkerer. You love building systems from the ground up and seeing them come to life.
- You want to learn more about game development. I spent 14 years in the game industry and I’m still figuring it out. I wasn’t even sure I could write an engine from scratch, since it’s vastly different from the daily responsibilities of a programming job at a big studio. I wanted to find out.
- You like control. It’s satisfying to organize the code exactly the way you want, knowing where everything is at all times.
- You feel inspired by classic game engines like AGI (1984), id Tech 1 (1993), Build (1995), and industry giants like Unity and Unreal.
- You believe that we, the game industry, should try to demystify the engine development process. It’s not like we’ve mastered the art of making games. Far from it! The more we examine this process, the greater our chances of improving upon it.
The gaming platforms of 2017 – mobile, console and PC – are very powerful and, in many ways, quite similar to one another. Game engine development is not so much about struggling with weak and exotic hardware, as it was in the past. In my opinion, it’s more about struggling with complexity of your own making. It’s easy to create a monster! That’s why the advice in this post centers around keeping things manageable. I’ve organized it into three sections:
- Use an iterative approach
- Think twice before unifying things too much
- Be aware that serialization is a big subject
This advice applies to any kind of game engine. I’m not going to tell you how to write a shader, what an octree is, or how to add physics. Those are the kinds of things that, I assume, you already know that you should know – and it depends largely on the type of game you want to make. Instead, I’ve deliberately chosen points that don’t seem to be widely acknowledged or talked about – these are the kinds of points I find most interesting when trying to demystify a subject.
Use an Iterative Approach
My first piece of advice is to get something (anything!) running quickly, then iterate.
If possible, start with a sample application that initializes the device and draws something on the screen. In my case, I downloaded SDL, opened Xcode-iOS/Test/TestiPhoneOS.xcodeproj
, then ran the testgles2
sample on my iPhone.
Voilà! I had a lovely spinning cube using OpenGL ES 2.0.
My next step was to download a 3D model somebody made of Mario. I wrote a quick & dirty OBJ file loader – the file format is not that complicated – and hacked the sample application to render Mario instead of a cube. I also integrated SDL_Image to help load textures.
Then I implemented dual-stick controls to move Mario around. (In the beginning, I was contemplating making a dual-stick shooter. Not with Mario, though.)
Next, I wanted to explore skeletal animation, so I opened Blender, modeled a tentacle, and rigged it with a two-bone skeleton that wiggled back and forth.
At this point, I abandoned the OBJ file format and wrote a Python script to export custom JSON files from Blender. These JSON files described the skinned mesh, skeleton and animation data. I loaded these files into the game with the help of a C++ JSON library.
Once that worked, I went back into Blender and made more elaborate character. (This was the first rigged 3D human I ever created. I was quite proud of him.)
Over the next few months, I took the following steps:
- Started factoring out vector and matrix functions into my own 3D math library.
- Replaced the
.xcodeproj
with a CMake project. - Got the engine running on both Windows and iOS, because I like working in Visual Studio.
- Started moving code into separate “engine” and “game” libraries. Over time, I split those into even more granular libraries.
- Wrote a separate application to convert my JSON files into binary data that the game can load directly.
- Eventually removed all SDL libraries from the iOS build. (The Windows build still uses SDL.)
The point is: I didn’t plan the engine architecture before I started programming. This was a deliberate choice. Instead, I just wrote the simplest code that implemented the next feature, then I’d look at the code to see what kind of architecture emerged naturally. By “engine architecture”, I mean the set of modules that make up the game engine, the dependencies between those modules, and the API for interacting with each module.
This is an iterative approach because it focuses on smaller deliverables. It works well when writing a game engine because, at each step along the way, you have a running program. If something goes wrong when you’re factoring code into a new module, you can always compare your changes with the code that worked previously. Obviously, I assume you’re using some kind of source control.
You might think a lot of time gets wasted in this approach, since you’re always writing bad code that needs to be cleaned up later. But most of the cleanup involves moving code from one .cpp
file to another, extracting function declarations into .h
files, or equally straightforward changes. Deciding where things should go is the hard part, and that’s easier to do when the code already exists.
I would argue that more time is wasted in the opposite approach: Trying too hard to come up with an architecture that will do everything you think you’ll need ahead of time. Two of my favorite articles about the perils of over-engineering are The Vicious Circle of Generalization by Tomasz Dąbrowski and Don’t Let Architecture Astronauts Scare You by Joel Spolsky.
I’m not saying you should never solve a problem on paper before tackling it in code. I’m also not saying you shouldn’t decide what features you want in advance. For example, I knew from the beginning that I wanted my engine to load all assets in a background thread. I just didn’t try to design or implement that feature until my engine actually loaded some assets first.
The iterative approach has given me a much more elegant architecture than I ever could have dreamed up by staring at a blank sheet of paper. The iOS build of my engine is now 100% original code including a custom math library, container templates, reflection/serialization system, rendering framework, physics and audio mixer. I had reasons for writing each of those modules, but you might not find it necessary to write all those things yourself. There are lots of great, permissively-licensed open source libraries that you might find appropriate for your engine instead. GLM, Bullet Physics and the STB headers are just a few interesting examples.
Think Twice Before Unifying Things Too Much
As programmers, we try to avoid code duplication, and we like it when our code follows a uniform style. However, I think it’s good not to let those instincts override every decision.
Resist the DRY Principle Once in a While
To give you an example, my engine contains several “smart pointer” template classes, similar in spirit to std::shared_ptr
. Each one helps prevent memory leaks by serving as a wrapper around a raw pointer.
Owned<>
is for dynamically allocated objects that have a single owner.Reference<>
uses reference counting to allow an object to have several owners.audio::AppOwned<>
is used by code outside the audio mixer. It allows game systems to own objects that the audio mixer uses, such as a voice that’s currently playing.audio::AudioHandle<>
uses a reference counting system internal to the audio mixer.
It may look like some of those classes duplicate the functionality of the others, in violation of the DRY (Don’t Repeat Yourself) Principle. Indeed, earlier in development, I tried to re-use the existing Reference<>
class as much as possible. However, I found that the lifetime of an audio object is governed by special rules: If an audio voice has finished playing a sample, and the game does not hold a pointer to that voice, the voice can be queued for deletion immediately. If the game holds a pointer, then the voice object should not be deleted. And if the game holds a pointer, but the pointer’s owner is destroyed before the voice has ended, the voice should be canceled. Rather than adding complexity to Reference<>
, I decided it was more practical to introduce separate template classes instead.
95% of the time, re-using existing code is the way to go. But if you start to feel paralyzed, or find yourself adding complexity to something that was once simple, ask yourself if something in the codebase should actually be two things.
It’s OK to Use Different Calling Conventions
One thing I dislike about Java is that it forces you to define every function inside a class. That’s nonsense, in my opinion. It might make your code look more consistent, but it also encourages over-engineering and doesn’t lend itself well to the iterative approach I described earlier.
In my C++ engine, some functions belong to classes and some don’t. For example, every enemy in the game is a class, and most of the enemy’s behavior is implemented inside that class, as you’d probably expect. On the other hand, sphere casts in my engine are performed by calling sphereCast()
, a function in the physics
namespace. sphereCast()
doesn’t belong to any class – it’s just part of the physics
module. I have a build system that manages dependencies between modules, which keeps the code organized well enough for me. Wrapping this function inside an arbitrary class won’t improve the code organization in any meaningful way.
Then there’s dynamic dispatch, which is a form of polymorphism. We often need to call a function for an object without knowing the exact type of that object. A C++ programmer’s first instinct is to define an abstract base class with virtual functions, then override those functions in a derived class. That’s valid, but it’s only one technique. There are other dynamic dispatch techniques that don’t introduce as much extra code, or that bring other benefits:
- C++11 introduced
std::function
, which is a convenient way to store callback functions. It’s also possible to write your own version ofstd::function
that’s less painful to step into in the debugger. - Many callback functions can be implemented with a pair of pointers: A function pointer and an opaque argument. It just requires an explicit cast inside the callback function. You see this a lot in pure C libraries.
- Sometimes, the underlying type is actually known at compile time, and you can bind the function call without any additional runtime overhead. Turf, a library that I use in my game engine, relies on this technique a lot. See
turf::Mutex
for example. It’s just atypedef
over a platform-specific class. - Sometimes, the most straightforward approach is to build and maintain a table of raw function pointers yourself. I used this approach in my audio mixer and serialization system. The Python interpreter also makes heavy use of this technique, as mentioned below.
- You can even store function pointers in a hash table, using the function names as keys. I use this technique to dispatch input events, such as multitouch events. It’s part of a strategy to record game inputs and play them back with a replay system.
Dynamic dispatch is a big subject. I’m only scratching the surface to show that there many ways to achieve it. The more you write extendible low-level code – which is common in a game engine – the more you’ll find yourself exploring alternatives. If you’re not used to this kind of programming, the Python interpreter, which is written an C, is an excellent resource to learn from. It implements a powerful object model: Every PyObject
points to a PyTypeObject
, and every PyTypeObject
contains a table of function pointers for dynamic dispatch. The document Defining New Types is a good starting point if you want to jump straight right in.
Be Aware that Serialization Is a Big Subject
Dev C 2b 2b Program For Tetris Game Play
Serialization is the act of converting runtime objects to and from a sequence of bytes. In other words, saving and loading data.
For many if not most game engines, game content is created in various editable formats such as .png
, .json
, .blend
or proprietary formats, then eventually converted to platform-specific game formats that the engine can load quickly. The last application in this pipeline is often referred to as a “cooker”. The cooker might be integrated into another tool, or even distributed across several machines. Usually, the cooker and a number of tools are developed and maintained in tandem with the game engine itself.
When setting up such a pipeline, the choice of file format at each stage is up to you. You might define some file formats of your own, and those formats might evolve as you add engine features. As they evolve, you might find it necessary to keep certain programs compatible with previously saved files. No matter what format, you’ll ultimately need to serialize it in C++.
There are countless ways to implement serialization in C++. One fairly obvious way is to add load
and save
functions to the C++ classes you want to serialize. You can achieve backward compatibility by storing a version number in the file header, then passing this number into every load
function. This works, although the code can become cumbersome to maintain.
It’s possible to write more flexible, less error-prone serialization code by taking advantage of reflection – specifically, by creating runtime data that describes the layout of your C++ types. For a quick idea of how reflection can help with serialization, take a look at how Blender, an open source project, does it.
When you build Blender from source code, many steps happen. First, a custom utility named makesdna
is compiled and run. This utility parses a set of C header files in the Blender source tree, then outputs a compact summary of all C types defined within, in a custom format known as SDNA. This SDNA data serves as reflection data. The SDNA is then linked into Blender itself, and saved with every .blend
file that Blender writes. From that point on, whenever Blender loads a .blend
file, it compares the .blend
file’s SDNA with the SDNA linked into the current version at runtime, and uses generic serialization code to handle any differences. This strategy gives Blender an impressive degree of backward and forward compatibility. You can still load 1.0 files in the latest version of Blender, and new .blend
files can be loaded in older versions.
Like Blender, many game engines – and their associated tools – generate and use their own reflection data. There are many ways to do it: You can parse your own C/C++ source code to extract type information, as Blender does. You can create a separate data description language, and write a tool to generate C++ type definitions and reflection data from this language. You can use preprocessor macros and C++ templates to generate reflection data at runtime. And once you have reflection data available, there are countless ways to write a generic serializer on top of it.
Clearly, I’m omitting a lot of detail. In this post, I only want to show that there are many different ways to serialize data, some of which are very complex. Programmers just don’t discuss serialization as much as other engine systems, even though most other systems rely on it. For example, out of the 96 programming talks given at GDC 2017, I counted 31 talks about graphics, 11 about online, 10 about tools, 4 about AI, 3 about physics, 2 about audio – but only one that touched directly on serialization.
At a minimum, try to have an idea how complex your needs will be. If you’re making a tiny game like Flappy Bird, with only a few assets, you probably don’t need to think too hard about serialization. You can probably load textures directly from PNG and it’ll be fine. If you need a compact binary format with backward compatibility, but don’t want to develop your own, take a look at third-party libraries such as Cereal or Boost.Serialization. I don’t think Google Protocol Buffers are ideal for serializing game assets, but they’re worth studying nonetheless.
Writing a game engine – even a small one – is a big undertaking. There’s a lot more I could say about it, but for a post of this length, that’s honestly the most helpful advice I can think to give: Work iteratively, resist the urge to unify code a little bit, and know that serialization is a big subject so you can choose an appropriate strategy. In my experience, each of those things can become a stumbling block if ignored.
I love comparing notes on this stuff, so I’d be really interested to hear from other developers. If you’ve written an engine, did your experience lead you to any of the same conclusions? And if you haven’t written one, or are just thinking about it, I’m interested in your thoughts too. What do you consider a good resource to learn from? What parts still seem mysterious to you? Feel free to leave a comment below or hit me up on Twitter!